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Insertion point/Basepoint


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Posted

Hi all

 

I thought a search for this would reveal many other threads on this so maybe Im the only stupid one.

 

I have blocks which Im trying to assign a new basepoint to. Can anyone explain how?

 

Is the basepoint used for the insertion point or is the insertion point allocated seperately?

 

Is the insbase command the one Im looking for? I couldnt get it to change my basepoint.

 

Regards

Rob

Posted

I am not an expert on block, but I think the command you are looking for is BASE.

 

The few blocks that I use I make sure that I place the point I was as insertionpoint on 0,0,0 - that usually does the trick for me.

 

As far as I know, basepoint and insertionpoint (in regards to blocks) are the same.

Posted

Thanks Tiger. I am busy fixing a drawing for someone and many blocks have basepoints which are completely off, I need to put them in places he needs them. IE some in the centre of circles, others he wants at bottom right corner.

Posted

Oh and base is not working for me. Although Im not quite sure what it does when I use the command. I click the new base point and it doesnt change it.

Same happened with insbase

Posted

I have a feeling that the command BASE changes the variable INSBASE, as in, they are the same but you use one to change the other. Are you changing it inside the Block? I think you can use the BEDIT command to go into the block and there change the basepoint. Or is that how you are doing it?

Posted

A failsafe way for me to change the basepoint is to go into the block-editor and assign a basepoint using the basepoint parameter from the dynamic blocks toolpallete.

Basepoint = insertion point afaik.

Hope that helps.

Posted

I open the block with BEDIT and move the geometry to 0,0. Then when you insert the block the insertion point will be where I have moved the geometry to.

 

I do this by MOVEing everything. I pick the point in my selection that I want to be the insertion point and give the new destination as #0,0. I use dynamic input so have to use #0,0 - if you don't use dynamic input you might need 0,0 without the #.

 

One problem you will have is that when you redefine your block with a sensible base point, the blocks you have inserted in your drawing will have their geometry move as you cannot (easilly) move the point that the blocks were inserted. There are a number of LISP routines around to allow you to do this but as you are using LT that option is not open to you. IF all your blocks are the same orientaion and scale you can QSELECT them all and move them by the amount you have moved the basepoint but if they are not, you have a long labourious task ahead of you.

 

Still, moving all the blocks is a good way to remind yourself (or whoever drew them) that SENSIBLE BASE POINTS should be chosen when defining blocks.

Posted

I ended up exploding them and recreating them. Long way round for sure but there were not that many.

 

dbroada - I see what you mean. I saw you offer that solution in an old post but never really understood it. The penny dropped when reading your answer. Thanks

 

TOMMY - Where is that palette?

 

It would appear that the insertion point is not the same as the basepoint. I have all the basepoints set where I want them (bottom right corner), but when I copy and paste it the insertion point it set to the bottom left corner. Can I allocate that insertion point elsewhere?

 

Thanks for everyones help.

Posted

MisterJ:

 

You can open it with the command BAUTHORPALETTE (in the block editor only!)

Posted

Tommy that is such a simple solution. Works a charm.

 

Thanks all

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